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[M] 1v1 - wrl Castaway

Forum Index > SC2 Maps & Custom Games
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wrl
Profile Joined April 2011
United States209 Posts
Last Edited: 2011-07-15 21:47:04
July 15 2011 20:12 GMT
#1
[image loading]
available now on NA servers as wrl Castaway

I decided I really liked the layout of one of my prior maps, but ultimately the aesthetics were lacking. I wanted to try and make something lush and beautiful without feeling like just another Bel'Shir map. I think in the end it might look too similar to Bel'Shir Beach (despite not using any Bel'Shir textures or doodads), but I still think it has a lot of differences that set it apart stylistically and thematically.

Specs:
*134x144 playable
*8 (plus 2 half) normal bases
*2 gold bases
*Medium rush distance (just over XNC nat to nat)

Tileset:
+ Show Spoiler +
Valhalla Organic Cliffs
Tarsonis Manmade Cliffs

Xil Sand
Tyrador Rubble
Aiur Dirt
Agria Grass Green
Aiur Grass
Haven Grass Rocky
Haven Rock Smooth
Haven Rock Rough


Features:
*Mid is broken up by two rows of LOS blockers, you can use the towers to look over the first row, but it does not reach the second.
*Your third can be either a low ground with a siegable rear, a 6 mineral 1 gas base, or a rocked gold.
*The natural has a 10 unit choke (2supply+2rax, 3rax+1supply)
*The natural has a rocked backdoor with LOS in front of it allowing a sneaky probe or SCV to proxy or for stealthy drop play.
*Base area is relatively small and accessible by air, so Zerg will have good scouting opportunities.
*Combined the watchtowers cover all ground routes, but are awkwardly located to try and control both. They do not cover airspace all that well. I thought it was important to have towers to avoid base trading due to the multitude of attack routes, and their location actually results in some interesting play in mid.

Overhead
+ Show Spoiler +
Click for big
[image loading]
[image loading]


Analyzer
+ Show Spoiler +

[image loading]
[image loading]


Details:
+ Show Spoiler +
Click for big
Main + Nat:
[image loading]
Center:
[image loading]
Southwest Beach:
[image loading]
Northeast Beach:
[image loading]


Let me know what you think aesthetically/balancewise.
It's funny; I dream a lot, but I'm not a very good sleeper.
Tonttu
Profile Joined August 2010
Finland606 Posts
July 15 2011 20:19 GMT
#2
Castaway.. reminds me of that very good movie
Very beautiful map.. nothing much to add for aesthetics..
Naama, the #1 Conductor! | Slayers, Fnatic and Mouz | Naama, MMA and ForGG |
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 15 2011 20:19 GMT
#3
This is pretty nice. The colors are nice and bright, makes it look very islandy/sunny. However I think you should spread the sand all throughout the water and make it shallow like the bahamas or something, because right now it looks like it just drops off 10 feet from the shore.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
dezi
Profile Blog Joined April 2010
Germany1536 Posts
July 15 2011 20:20 GMT
#4
Nice one
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
dudecrush
Profile Joined August 2010
Canada418 Posts
July 15 2011 20:27 GMT
#5
This is good, an even spread of bases and a good risk/reward for the gold. I love the aesthetics!
Mereel
Profile Joined February 2010
Germany895 Posts
July 15 2011 20:40 GMT
#6
o.o that looks good and its a solid layout
the stone beach looks really realistic
TPW Mapmaking Team
KingTony
Profile Joined March 2011
United States46 Posts
July 15 2011 20:59 GMT
#7
Reminds me of XNC as far as base structure goes.
I have top 3 control in the world.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 15 2011 21:10 GMT
#8
Very nice, I think it's perfectly distinct from Bel'Shir Beach. Very nice use of green textures and foliage atop the rocky stuff. The only thing I could suggest to improve: maybe you can do some elevation tool work in the rocky areas. Specifically, if it were me I would use a small brush size and make some really lumpy parts in the center passage between the two ramps, and I would make it unbuildable so it doesn't look weird to get flattened out by buildings. You could put some non-path-obstructing rock doodads in to indicate unbuildable. I suggest this because the texture looks amazing and helps the illusion, but the two ramps seem unnaturally symmetric and planar.

By the way I think you did a great job making two sandy hollows where the erosion seems natural, even though I can't think of a place where you actually get sand in the interior of some rocks. ;D
Comprehensive strategic intention: DNE
wrl
Profile Joined April 2011
United States209 Posts
Last Edited: 2011-07-15 21:23:39
July 15 2011 21:19 GMT
#9
Thanks for the comments everyone.

On July 16 2011 05:59 KingTony wrote:
Reminds me of XNC as far as base structure goes.


There was a conscious decision to incorporate the best elements of XNC and Steppes of War while adapting the size and structure to more recent metagame trends.


On July 16 2011 06:10 EatThePath wrote:
Specifically, if it were me I would use a small brush size and make some really lumpy parts in the center passage between the two ramps, and I would make it unbuildable so it doesn't look weird to get flattened out by buildings. You could put some non-path-obstructing rock doodads in to indicate unbuildable. I suggest this because the texture looks amazing and helps the illusion, but the two ramps seem unnaturally symmetric and planar.


Unfortunately it is one of those situations where playability supersedes aesthetics. It would significantly effect balance and intuitiveness if the center was unbuildable. Specifically creep tumors would be a problem if it was unbuildable, but I will continue to look around the map for places to use the height tool. I just loathe the resulting appearance of a building being dropped down on top.

It's funny; I dream a lot, but I'm not a very good sleeper.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
July 15 2011 21:35 GMT
#10
wow this looks really good :D
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
WniO
Profile Blog Joined April 2010
United States2706 Posts
July 15 2011 21:52 GMT
#11
finally someone makes a map that doesnt suck
Phried
Profile Joined June 2011
Canada147 Posts
July 15 2011 22:47 GMT
#12
I don't normally comment on other people's maps, but I actually really like it. Very nice.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 16 2011 00:46 GMT
#13
Yeah, I don't mind the decision going the other way at all, I just thought it'd be worth a try. I didn't mention cause I guess I take it for granted, you can checkerboard for creep tumors (which allows sensor towers too, but whatever). Or you can put the rocky terrain in the middle and leave a narrow lane on either side (atop the sandy ramps) for tumors. Or some other scheme that allows tumor extension with selected 1x1 availability.

Also the problem I perceive in the picture might not be noticeable in game, I'll check it out.
Comprehensive strategic intention: DNE
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
July 16 2011 01:58 GMT
#14
On July 16 2011 06:52 WniO wrote:
finally someone makes a map that doesnt suck

Well, thank you! I'm glad to hear that every map I make is automatically bad!
Seriously, *stunned face*.
That...is...amazing.
ModeratorI am still alive, somehow
TL+ Member
wrl
Profile Joined April 2011
United States209 Posts
July 16 2011 03:53 GMT
#15
Added two new detail screenshots of the abandoned buildings and the beach. Two questions though:

1. Can anyone tell me why the thumbnail screenshot gets screwed up on BNet? All of the terrain is black, but all of the doodads appear to glow.
2. Are there not enough variations in chokes/open areas? I feel like most of the map is the same width.

On July 16 2011 09:46 EatThePath wrote:
Yeah, I don't mind the decision going the other way at all, I just thought it'd be worth a try. I didn't mention cause I guess I take it for granted, you can checkerboard for creep tumors (which allows sensor towers too, but whatever). Or you can put the rocky terrain in the middle and leave a narrow lane on either side (atop the sandy ramps) for tumors. Or some other scheme that allows tumor extension with selected 1x1 availability.

Also the problem I perceive in the picture might not be noticeable in game, I'll check it out.


Ya I didn't want anything that felt beyond the scope of what is typical in your average melee map, and I def want the mid to be a viable spot for something like a planetary fortress wall or a proxy pylon or something.

The issue with the ramps feeling a bit too symmetrical is a result of the map originally being designed as a man made building as opposed to a natural land mass. I'll look in to ways to make it feel a bit more organic.

On July 16 2011 07:47 Phried wrote:
I don't normally comment on other people's maps, but I actually really like it. Very nice.


I read your post like this:
[image loading]
It's funny; I dream a lot, but I'm not a very good sleeper.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2011-07-16 06:20:51
July 16 2011 06:14 GMT
#16
1. What sort of lighting settings are you using? I assume the bnet thumbnail is screwy due to funny quick-render lighting effect.

2. The spacing seems fine to me. All your chokepoints are about the same size but it's okay because they flow really well, so you can pick your terrain to your preference easily. You can also change routes freely.

The center doesn't really bug me in game, so I wouldn't worry too much about it. It'd be nice if you could apply some irregular elevation to the ramps cause they're unbuildable anyway, and this would break up the straight waterline. Sadly ramps say no to raise terrain brush.

Are those palm trees in the sandy low ground areas symmetrical? If not that's fine, just wondering what you intended and if they are.
Comprehensive strategic intention: DNE
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2011-07-16 07:07:02
July 16 2011 07:04 GMT
#17
map looks great, but I just checked the Analyizer Pics... 123.3 rush distance will favor terran brutally (T>>P>Z)
damn, sry, just got that this is natural to natural...
still I'd like to see the main to main rush distance, I guess it would be like 135 by the looks of it, which would be still not a lot, but should be playable.
BloodreaveZ
Profile Joined May 2010
United States15 Posts
July 16 2011 07:32 GMT
#18
Hey wrl. This is a really sweet map, I love the 2-player style layout, and the fact that there are a total of 12 bases on the map with a lot of high-ground/low-ground variation. Excellent work.

If it's okay with you, I would actually like to use this map in the map pool for a weekly tournament that I run (StarCraft II Rebirth's). I was looking at wrlCastaway this evening while our Diamond/Masters tournaments were going on and actually had several members of our community help me test it out. We played about 10-15 games on it today checking for imbalances and whatnot and everyone actually seemed to like it; nothing stood out to them that was a serious issue in any match-up. I think it'd be a great addition to our currently only Blizzard/GSL/MLG maps, as it would definitely help add a change of pace and it would also help your work get more attention.

Let me know if that's cool with you. Thanks.
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-07-16 08:54:38
July 16 2011 08:52 GMT
#19
1. Can anyone tell me why the thumbnail screenshot gets screwed up on BNet? All of the terrain is black, but all of the doodads appear to glow
.

Try having the lighting settings window open in the editor when you publish the map. Once you open the lighting window, lighting should be 'corrected'.

Do you have a map thread? I don't recognize your nick.

The map layout is solid, but to me, it looks liek a lot of other 2p maps. I like how you made the safer third with less minerals, so it's a trade-off to take rahter than the one on low ground. You might want to have some wider ramp into the low ground and some more diversion in choke/ramp sizes.

About rocks on gold bases. I just had this discussion: void rays can charge up on rocks before they attack. If you dont add rocks, though, you have the usual probelm with encouraging terran to take the gold with the first CC. Which is the lesser evil? The map I discussed had rocks by the gold just next to the rocked nat backdoor and solved the issue by remvoing the rocks by the gold, having 5 mineral fields and adding LosB in the proximity of the gold base to make it harder to defend.

Aesthetically, it's very pleasing to the eye. I dont care if it looks like Bel'shir Beach or not, as long as the beach concept is not overused. I dislike the rock texture used in the mains beacuse of the big chunks of rocks it includes. Beacuse its flat texture and not rock doodads, they look strange. Rahter use anothe rock texture, beacuse the cocnept of rocks in the middle and grass on the edges is lovely.
http://mentalbalans.se/aggedesign
wrl
Profile Joined April 2011
United States209 Posts
July 16 2011 17:52 GMT
#20
On July 16 2011 16:32 BloodreaveZ wrote:
Hey wrl. This is.....

Check your PMs!

On July 16 2011 17:52 Meltage wrote:
Show nested quote +
1. Can anyone tell me why the thumbnail screenshot gets screwed up on BNet? All of the terrain is black, but all of the doodads appear to glow
.

Try having the lighting settings window open in the editor when you publish the map. Once you open the lighting window, lighting should be 'corrected'.

Do you have a map thread? I don't recognize your nick.

The map layout is solid, but to me, it looks liek a lot of other 2p maps. I like how you made the safer third with less minerals, so it's a trade-off to take rahter than the one on low ground. You might want to have some wider ramp into the low ground and some more diversion in choke/ramp sizes.

About rocks on gold bases. I just had this discussion: void rays can charge up on rocks before they attack. If you dont add rocks, though, you have the usual probelm with encouraging terran to take the gold with the first CC. Which is the lesser evil? The map I discussed had rocks by the gold just next to the rocked nat backdoor and solved the issue by remvoing the rocks by the gold, having 5 mineral fields and adding LosB in the proximity of the gold base to make it harder to defend.

Aesthetically, it's very pleasing to the eye. I dont care if it looks like Bel'shir Beach or not, as long as the beach concept is not overused. I dislike the rock texture used in the mains beacuse of the big chunks of rocks it includes. Beacuse its flat texture and not rock doodads, they look strange. Rahter use anothe rock texture, beacuse the cocnept of rocks in the middle and grass on the edges is lovely.


Thanks for the response. That trick with the lighting window opened didn't seem to work, but I'll keep messing around.

I do worry a bit about the rocks so close to the main, but it could be a point players would observe vs Protoss to keep their buildings away from that end of the starting area. I've actually moved the rocks a unit down in the latest version just to help alleviate this problem. It will still block expansions from being placed.

I've added a 2nd version of the map called wrl Castaway TE that will be updated less frequently and also has the lowered supply depot at the main ramp.
It's funny; I dream a lot, but I'm not a very good sleeper.
SanDokaN_X
Profile Joined May 2011
Bulgaria69 Posts
Last Edited: 2011-07-16 23:06:39
July 16 2011 22:19 GMT
#21
Perfectly mirrored, cliffs and levels look natural, expansions and resource nodes are great at size and not clumsy at all (btw this is one of the problems a lot of maps today have).
Terrain usage at the ramps and bases is also very good, have you done serious mapping before? If you have some other maps, put a link in the OP, so we can see them.
Map seems suitable for ladder pool, as it can provide a lot of different strategies. Medium rush distance with a lot of resources - some of them easy to defend, others - not so much. May even turn out to be more balanced than the current Blizzard maps.
Good work on that map. You must have put at least 100 hours of editing in it, as I'm doing a 256X256 map for quite a lot and still haven't finished it.
Roses are red. Violets are blue. In Soviet Russa, The Poem writes you!
wrl
Profile Joined April 2011
United States209 Posts
July 16 2011 22:39 GMT
#22
I've posted a couple other maps in this forum, but I was still learning how to map properly for sc2 and I'm not all that proud of them. I've made maps for WC3 and Counter-Strike in the past, but nothing serious.

In this case I focused on creating the perfect tileset and theme, but couldn't find a layout I liked. I ended up just taking the tileset and applying it on top of a layout I already had.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=234551 is what it looked like before I de-uglified and balanced it.
It's funny; I dream a lot, but I'm not a very good sleeper.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-07-16 22:54:10
July 16 2011 22:50 GMT
#23
"balanced" it? It looks exactly the same to me lol
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
wrl
Profile Joined April 2011
United States209 Posts
Last Edited: 2011-07-16 23:08:57
July 16 2011 23:08 GMT
#24
On July 17 2011 07:50 IronManSC wrote:
"balanced" it? It looks exactly the same, just different tileset and stuff lol


1. Moved the farthest expansion a bit farther back and expanded that space a bit.
2. Rocks removed from closer 3rd along with 2 minerals and a gas to give a more interesting decision for a 3rd.
3. Main is significantly smaller allowing zerg to scout more easily.
4. Main connects to ground in a 2nd position to support interesting reaper/colo/blink stalker play.
5. Middle LOSB objects moved a bit.
6. Towers moved, they now are perfectly flush with the edge of the middle path and the edge of the far LOSB objects.

Mostly small things, but it was a good design with a bad aesthetic so I resurrected it. Don't hate.
It's funny; I dream a lot, but I'm not a very good sleeper.
SanDokaN_X
Profile Joined May 2011
Bulgaria69 Posts
Last Edited: 2011-07-16 23:17:42
July 16 2011 23:14 GMT
#25
On July 17 2011 07:39 wrl wrote:
I've posted a couple other maps in this forum, but I was still learning how to map properly for sc2 and I'm not all that proud of them. I've made maps for WC3 and Counter-Strike in the past, but nothing serious.

In this case I focused on creating the perfect tileset and theme, but couldn't find a layout I liked. I ended up just taking the tileset and applying it on top of a layout I already had.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=234551 is what it looked like before I de-uglified and balanced it.

In this case you have chosen the perfect set of textures and cliffs, Korhal manmade cliffs are kind of hard to make good looking and you have to make Skyscraper cliffs instead.
I personally prefer the Bel'shir tileset mixed with some other textures and cliffs (like Typhon and Aiur).
It is very also shitty when you are mirroring the map, you have to make again all the tiny adjustments to the textures (for example the grass and the tiles border). btw, do you copy-paste-rotate mirror the map or do it manually?
Roses are red. Violets are blue. In Soviet Russa, The Poem writes you!
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 16 2011 23:32 GMT
#26
Not hatin ^^ Just don't see any big changes or differences lol
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 18 2011 04:33 GMT
#27
I think you should put the XWT's on the other side of that LOS wall near the edge, closer to that low-ground expansion. It just feels too easy to secure it when you take a gold and it feels really really close.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
wrl
Profile Joined April 2011
United States209 Posts
Last Edited: 2011-07-30 23:37:54
July 30 2011 23:35 GMT
#28
New version out:

*More tuning on textures.
*Subtle height tool all over to improve natural appearance of map.
*Invisible bunker blocker at base of ramp (equivalent to a lowered depot).
*Slightly fixed LOSB at naturals so that both sides can fit two barracks comfortably.
*Second water type added. Outside is choppier wavey water, inside is calmer clear water.
*Adjustments made for people playing on low graphics.

In regards to the LOS/XWT discussion, I think it really requires playing the map, everything fits in very tightly and I would hesitate to adjust it without a lot of games played to give me a better idea of the ups and downs. If you try to hunker down and secure the gold and the area behind the LOSB I feel like you will end up leaving your flank dangerously open.

Please take a look if you are on North America and pick out any issues you can find, great or small as I try to get this map ready for MotM8.
It's funny; I dream a lot, but I'm not a very good sleeper.
Temporarykid
Profile Blog Joined November 2010
Canada362 Posts
July 31 2011 00:50 GMT
#29
Is it possible for you to rename doodads? I don't know if it can be done because I haven't played with the editor, but if you can then you should hide an easter egg on the map! (I was thinking a beach ball or critter that looks like one named 'Wilson'?)
ㅈㅈ
sunman1g
Profile Joined May 2011
United States334 Posts
July 31 2011 01:30 GMT
#30
This map looks beautiful. Great job.
I wish Blizzard did great-looking maps like this one.. instead of the VERY boring grey-blue colored stuff they keep throwing at us
WniO
Profile Blog Joined April 2010
United States2706 Posts
July 31 2011 02:29 GMT
#31
On July 31 2011 10:30 sunman1g wrote:
This map looks beautiful. Great job.
I wish Blizzard did great-looking maps like this one.. instead of the VERY boring grey-blue colored stuff they keep throwing at us

one of the rare things id wish blizzard did better... but yeah this map looks great.
wrl
Profile Joined April 2011
United States209 Posts
July 31 2011 03:05 GMT
#32
On July 31 2011 09:50 Temporarykid wrote:
Is it possible for you to rename doodads? I don't know if it can be done because I haven't played with the editor, but if you can then you should hide an easter egg on the map! (I was thinking a beach ball or critter that looks like one named 'Wilson'?)


This definitely can and will be done for the motm version
It's funny; I dream a lot, but I'm not a very good sleeper.
wrl
Profile Joined April 2011
United States209 Posts
July 31 2011 22:11 GMT
#33
I've added a custom soundtrack! Took some piecing together of lots of different audio files, but I think the result is pretty good. There really aren't any soundtracks that come with the game that worked with an ocean theme.

Let me know what you think!
It's funny; I dream a lot, but I'm not a very good sleeper.
Proko
Profile Joined February 2011
United States1022 Posts
August 02 2011 21:29 GMT
#34
I really like this map. I plan to play it tonight.
Caster duos should compliment each others' strengths. "You look very handsome today, Tasteless."
CeliosB
Profile Joined December 2010
Canada100 Posts
August 14 2011 02:34 GMT
#35
looks a little week for zerg but overall a nice looking map, i would maybe try to make a fourth that is easier to secure

(love the beach look by the way)
"To ze bank" -Stephano
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